Goal-setting (behavior)
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Competence
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Player-defined goals
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Set long-term, short-term, and weekly goals
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Feedback on behavior
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Competence
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Feedback
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Run logs, game statistics, virtual supplies received
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Self-monitoring of behavior
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Competence
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Points
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App monitors intensity, duration, and frequency of activity
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Social support (emotional)
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Relatedness
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Verbal intangible rewards
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Game characters provide encouragement
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Information about health consequences
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Autonomy
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N/A
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Counselors detail a solid rationale for behavior change
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Information about others’ approval
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Competence, Relatedness
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Verbal intangible rewards
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Game characters encourage and congratulate the player character
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Behavioral practice/rehearsal
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Playful experience
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Role play
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Game-based activity is by definition practice
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Non-specific reward
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Playful experience, autonomy
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Pick-ups, task non-contingent rewards
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“Memorials” and other special virtual items; random gifts from characters
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Identification of the self as a role model
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Identification, exercise identity, integrated regulation
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Representational agency, role play
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Participant role-plays as a strong and important person
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Framing-reframing
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Identification, playful experience, competence
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Role play
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Walking is framed as play and performance
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Identity associated with changed behavior
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Exercise identity, integrated regulation
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Character identification, role play
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Participant identifies with fit character who uses activity to succeed
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Verbal persuasion about capability
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Competence, relatedness
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Verbal intangible rewards
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Characters encourage and congratulate player
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Mental rehearsal of successful performance
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Playful experience, exercise imagery
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Role play
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Participant imagines saving kittens, children, etc. via physical prowess
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Focus on past success
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Competence
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Rewards of glory
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Run logs, special buildings in base, characters mention past exploits
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Vicarious consequences
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Playful experience, autonomy, competence
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Role play
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Observe consequences of player and other characters’ activities
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